Résumé: Player feedback data was collected for the pervasive game Meet Your Heartbeat Twin, an event-type LBS game including affective computing through the players live heartbeats. Correlation analysis of the data demonstrates broad client profile of pervasive games, covering age, gender and hobbies. The data also shows that Urban Games are clearly a novel experience, they are neither an extension from video games, nor an extension from mobile phone casual games. Surprisingly, the online sharing of the players very personal data, player location and live heart rate was not perceived as a critical issue at all. As expected, game control is crucial: to have fun, players need some adaptation time for GPS orientation and even for very low level complexity of mobile phone usage.